Jun 2, 2025 3:32 pm
(I'll post here what I've gone through so far and work on adding to it and organizing it to make for easier reading.)
CHARACTER LAW
13.11: Weapon Skills for Similar Weapons
13.12: Riding Skills for Similar Animals
13.14: Using Two Weapons in Melee
13.21: Stat Bonuses from Multiple Stats
13.22: Stat Bonuses for Spell-Gain Rolls (BUT ONLY APPLIES TO PURE AND HYBRID SPELL-USERS)
13.31: Additional Capabilities for Martial Artists
13.32: Animists as Herb Specialists
13.41: Alternative Stat Generation Method (DON'T USE FOR THIEVES' WORLD "ORDINARY PEOPLE"; CLEARLY "HEROIC TYPES" CAN USE THIS RULE)
13.42: Hobbies (MODIFICATION: Find average of PC's Self-Discipline and Presence stats then multiply by Social-Status number [RMCVI 6.8 and see also RMCIII 7.2: "Royalty" status automatically gives one ability to have hobbies] times .1 for percentage chance the PC has managed to develop hobbies; each hobby gets five ranks)
13.51: Partial Skill Acquisition at Half Level (MODIFICIATION: PCs must indicate, at the most recent development period, what skills they are practicing on in order to improve them at the next development period, either half level or full level; indicate these skills with a single slash through the box [another slash is added, making an X, when the skill is finally developed at the next development period])
13.52: Additional Requirements for Skill Acquisition: (MODIFICATION: 1. when starting a whole new skill, a teacher/or and facility for practice is absolutely needed; 2. when using a teacher and/or facility for practice, required practice time is halved/quartered; 3. no meditation period required)
14.21: The "No Profession" Profession (USE ONLY FOR PCS WHO'VE NEVER BEEN EXPOSED OR EXPECTED TO FOLLOW A CERTAIN CLASS FROM ADOLESCENCE ONWARDS EG "AMATEUR" BEGGARS OR PROSTITUTES, LABOURERS, ETC.)
14.22: Level Bonuses for Professions
14.24: More Experience-Point Suggestions
14.25: Professions vs. Realms of Power (DEPENDANT ON SPECIFIC IDEA OF PLAYER; OTHERWISE, USE DEFAULTS)
14.26: Height, Weight, and Size
14.31: An Alternative Static-Maneuver Table (DEFAULT WHEN NO OTHER SM TABLE AVAILABLE)
14.32: Handling Bow-and-Arrow Bonuses
14.33: Hiding & Stalking vs. Perception
14.41: Extraordinary Spell-List Picks
14.42: Extraordinary Spell-Failure (TO USE OFF-LIST OR OFF-SECTION SPELLS, THE CASTER MUST ALREADY HAVE EXPERIENCE CASTING SPELLS OF SOME KIND WITHOUT THE AID OF A DEVICE/SCROLL AND HAVE AT LEAST SOME FAMILIARITY WITH THE LIST IN QUESTION [IN GAME TERMS, THIS MEANS A PC MUST HAVE TRIED AT LEAST ONCE TO HAVE LEARNED THE LIST IN QUESTION])
SPELL LAW
12.1: Extraordinary Spell-List Picks (SEE 14.41 IN CHARACTER LAW)
12.2: Extraordinary Spell-Failure (SEE 14.42 IN CHARACTER LAW)
12.3: Fatal Channeling-Projections
13.0: Clarifications and Still More Optional Rules
ARMS LAW/CLAW LAW
9.2: Pole-Arm Options (ONLY FOR PURE REALM OF ARMS)
9.3: Thrown Weapons and Missiles in Melee
9.4: Two-Weapon Combination
9.5: Bow-Preparation Time
9.6: Changes to Tables
9.7: Claw Law (BARE-FIST TABLE USED ONLY FOR BRAWLING ATTACKS [MAX. CRIT IS B]; ALL MARTIAL-ARTS ATTACKS USE APPROPRIATE MARTIAL-ARTS TABLES)
9.9: Third-Edition Modifications (USE POINTS 2 AND 3)
10.0: Fourth-Edition Clarifications and Optional Rules (ALL OPTIONS IN PLAY)
ROLEMASTER COMPANION I
(FOR PERMITTED PROFESSIONS, SEE LIST BELOW.)
4.3: Secondary Skills (NB: SECONDARY SKILLS DO NOT COUNT AS HOBBIES: THEY ARE NOT GENERATED IN THE SAME MANNER; FOR EVERY DEVELOPMENT PERIOD, A PC MAY USE AN ADDITIONAL 25% [ROUND UP] OF THEIR CALCULATED DEVELOPMENT POINTS TO BE USED SOLELY TO PURCHASE SECONDARY SKILLS; ALL SECONDARY-SKILL ACQUISITION REQUIRES GM APPROVAL)
4.4: Stat Bonuses (THE SMOOTHED STAT-BONUS DISTRIBUTION CHART BELOW WILL BE USED; round off all fractions when finished adding)
A SMOOTHED STAT BONUS DISTRIBUTION
Stat Bonus Dev.Pt Spell Pt.
100 +25 10.00 3.0
99 +23 9.8 2.8
98 +21 9.6 2.6
97 +19 9.4 2.4
96 +17 9.2 2.2
95 +15 9.0 2.0
94 +14 8.9 1.9
93 +13 8.8 1.8
92 +12 8.7 1.7
91 +11 8.6 1.6
90 +10 8.4 1.5
87-89 +9 8.2 1.4
84-86 +8 8.0 1.3
81-83 +7 7.7 1.2
78-80 +6 7.4 1.1
75-77 +5 7.0 1.0
72-74 +4 6.8 0.8
68-71 +3 6.6 0.6
64-67 +2 6.3 0.4
60-63 +1 6.0 0.2
41-59 +0 5.5 0.0
37-40 -1 5.0 0.0
33-36 -2 4.8 0.0
29-32 -3 4.6 0.0
28-30 -4 4.3 0.0
25 27 -5 4.0 0.0
22-24 -6 3.8 0.0
19-21 -7 3.6 0.0
16-18 -8 3.3 0.0
13-15 -9 3.0 0.0
11 -10 2.9 0.0
10 -11 2.8 0.0
9 -12 2.7 0.0
8 -13 2.6 0.0
7 -14 2.4 0.0
6 -15 2.2 0.0
5 -17 2.0 0.0
4 -19 1.8 0.0
3 -21 1.6 0.0
2 -23 1.3 0.0
1 -25 1.0 0.0
6.2: Action Time-Requirements
6.6: Martial Arts Fumble Tables
ROLEMASTER COMPANION II
(FOR PERMITTED PROFESSIONS, SEE LIST BELOW.)
2.5: Variable Professional Realms (CLARIFIES ChL 14.25 ABOVE)
2.6: Level Bonuses
4.1: Similar Skills (OPTION 3: USE CHART RMCII 11.3 IN "CHARTS AND TABLES" THREAD AT NEED)
4.4 Complementary Skills
4.5: Intra-Skill Areas
5.22: Moving Maneuvers (METHOD A OR B DEPENDING ON CONTEXT)
5.23: Static Maneuvers (METHOD E)
ROLEMASTER COMPANION III
(FOR PERMITTED PROFESSIONS, SEE LIST BELOW.)
3.1: Simplified Initiative
3.2: Surprise
7.2: Social Standing
ROLEMASTER COMPANION IV
3.1: Movement Pace Anomalies
5.1: New Skills
ROLEMASTER COMPANION V
(FOR PERMITTED PROFESSIONS, SEE LIST BELOW.)
5.1: New Skills
ROLEMASTER COMPANION VI
3.9: Weapon-Length OB Modifications
6.6: Starting Race, Age, and Level
6.8: Social Status
7.6: Reputation and Reactions
8.2: Death Due to Concussion Hits
11.2: Unusual Situations
ROLEMASTER COMPANION VII
3.1: New Options for Power Perception Skill
3.3: Agility Modified by Maneuvering in Armour Skills
3.4: Fine Arts Static-Action Table
3.5: Performing Arts Static-Action Table
3.8: Lore Skills and Recognizing Herbs and Poisons
3.11: Rank-vs-Rank Resistance Rolls
3.12: Task Time-Table
6.1: Drowning Effeciently (ie maneuvering in water and drowning rules; all three options in play)
6.3: Options for Using the Maneuver/Movement Table
6.4: Weight Limits
7.2: To Destroy an Item (ie destroying enchanted items)
11.0: New Critical-Strike Table (for sparring/padded weapons)
CHARACTER LAW
13.11: Weapon Skills for Similar Weapons
13.12: Riding Skills for Similar Animals
13.14: Using Two Weapons in Melee
13.21: Stat Bonuses from Multiple Stats
13.22: Stat Bonuses for Spell-Gain Rolls (BUT ONLY APPLIES TO PURE AND HYBRID SPELL-USERS)
13.31: Additional Capabilities for Martial Artists
13.32: Animists as Herb Specialists
13.41: Alternative Stat Generation Method (DON'T USE FOR THIEVES' WORLD "ORDINARY PEOPLE"; CLEARLY "HEROIC TYPES" CAN USE THIS RULE)
13.42: Hobbies (MODIFICATION: Find average of PC's Self-Discipline and Presence stats then multiply by Social-Status number [RMCVI 6.8 and see also RMCIII 7.2: "Royalty" status automatically gives one ability to have hobbies] times .1 for percentage chance the PC has managed to develop hobbies; each hobby gets five ranks)
13.51: Partial Skill Acquisition at Half Level (MODIFICIATION: PCs must indicate, at the most recent development period, what skills they are practicing on in order to improve them at the next development period, either half level or full level; indicate these skills with a single slash through the box [another slash is added, making an X, when the skill is finally developed at the next development period])
13.52: Additional Requirements for Skill Acquisition: (MODIFICATION: 1. when starting a whole new skill, a teacher/or and facility for practice is absolutely needed; 2. when using a teacher and/or facility for practice, required practice time is halved/quartered; 3. no meditation period required)
14.21: The "No Profession" Profession (USE ONLY FOR PCS WHO'VE NEVER BEEN EXPOSED OR EXPECTED TO FOLLOW A CERTAIN CLASS FROM ADOLESCENCE ONWARDS EG "AMATEUR" BEGGARS OR PROSTITUTES, LABOURERS, ETC.)
14.22: Level Bonuses for Professions
14.24: More Experience-Point Suggestions
14.25: Professions vs. Realms of Power (DEPENDANT ON SPECIFIC IDEA OF PLAYER; OTHERWISE, USE DEFAULTS)
14.26: Height, Weight, and Size
14.31: An Alternative Static-Maneuver Table (DEFAULT WHEN NO OTHER SM TABLE AVAILABLE)
14.32: Handling Bow-and-Arrow Bonuses
14.33: Hiding & Stalking vs. Perception
14.41: Extraordinary Spell-List Picks
14.42: Extraordinary Spell-Failure (TO USE OFF-LIST OR OFF-SECTION SPELLS, THE CASTER MUST ALREADY HAVE EXPERIENCE CASTING SPELLS OF SOME KIND WITHOUT THE AID OF A DEVICE/SCROLL AND HAVE AT LEAST SOME FAMILIARITY WITH THE LIST IN QUESTION [IN GAME TERMS, THIS MEANS A PC MUST HAVE TRIED AT LEAST ONCE TO HAVE LEARNED THE LIST IN QUESTION])
SPELL LAW
12.1: Extraordinary Spell-List Picks (SEE 14.41 IN CHARACTER LAW)
12.2: Extraordinary Spell-Failure (SEE 14.42 IN CHARACTER LAW)
12.3: Fatal Channeling-Projections
13.0: Clarifications and Still More Optional Rules
ARMS LAW/CLAW LAW
9.2: Pole-Arm Options (ONLY FOR PURE REALM OF ARMS)
9.3: Thrown Weapons and Missiles in Melee
9.4: Two-Weapon Combination
9.5: Bow-Preparation Time
9.6: Changes to Tables
9.7: Claw Law (BARE-FIST TABLE USED ONLY FOR BRAWLING ATTACKS [MAX. CRIT IS B]; ALL MARTIAL-ARTS ATTACKS USE APPROPRIATE MARTIAL-ARTS TABLES)
9.9: Third-Edition Modifications (USE POINTS 2 AND 3)
10.0: Fourth-Edition Clarifications and Optional Rules (ALL OPTIONS IN PLAY)
ROLEMASTER COMPANION I
(FOR PERMITTED PROFESSIONS, SEE LIST BELOW.)
4.3: Secondary Skills (NB: SECONDARY SKILLS DO NOT COUNT AS HOBBIES: THEY ARE NOT GENERATED IN THE SAME MANNER; FOR EVERY DEVELOPMENT PERIOD, A PC MAY USE AN ADDITIONAL 25% [ROUND UP] OF THEIR CALCULATED DEVELOPMENT POINTS TO BE USED SOLELY TO PURCHASE SECONDARY SKILLS; ALL SECONDARY-SKILL ACQUISITION REQUIRES GM APPROVAL)
4.4: Stat Bonuses (THE SMOOTHED STAT-BONUS DISTRIBUTION CHART BELOW WILL BE USED; round off all fractions when finished adding)
A SMOOTHED STAT BONUS DISTRIBUTION
Stat Bonus Dev.Pt Spell Pt.
100 +25 10.00 3.0
99 +23 9.8 2.8
98 +21 9.6 2.6
97 +19 9.4 2.4
96 +17 9.2 2.2
95 +15 9.0 2.0
94 +14 8.9 1.9
93 +13 8.8 1.8
92 +12 8.7 1.7
91 +11 8.6 1.6
90 +10 8.4 1.5
87-89 +9 8.2 1.4
84-86 +8 8.0 1.3
81-83 +7 7.7 1.2
78-80 +6 7.4 1.1
75-77 +5 7.0 1.0
72-74 +4 6.8 0.8
68-71 +3 6.6 0.6
64-67 +2 6.3 0.4
60-63 +1 6.0 0.2
41-59 +0 5.5 0.0
37-40 -1 5.0 0.0
33-36 -2 4.8 0.0
29-32 -3 4.6 0.0
28-30 -4 4.3 0.0
25 27 -5 4.0 0.0
22-24 -6 3.8 0.0
19-21 -7 3.6 0.0
16-18 -8 3.3 0.0
13-15 -9 3.0 0.0
11 -10 2.9 0.0
10 -11 2.8 0.0
9 -12 2.7 0.0
8 -13 2.6 0.0
7 -14 2.4 0.0
6 -15 2.2 0.0
5 -17 2.0 0.0
4 -19 1.8 0.0
3 -21 1.6 0.0
2 -23 1.3 0.0
1 -25 1.0 0.0
6.2: Action Time-Requirements
6.6: Martial Arts Fumble Tables
ROLEMASTER COMPANION II
(FOR PERMITTED PROFESSIONS, SEE LIST BELOW.)
2.5: Variable Professional Realms (CLARIFIES ChL 14.25 ABOVE)
2.6: Level Bonuses
4.1: Similar Skills (OPTION 3: USE CHART RMCII 11.3 IN "CHARTS AND TABLES" THREAD AT NEED)
4.4 Complementary Skills
4.5: Intra-Skill Areas
5.22: Moving Maneuvers (METHOD A OR B DEPENDING ON CONTEXT)
5.23: Static Maneuvers (METHOD E)
ROLEMASTER COMPANION III
(FOR PERMITTED PROFESSIONS, SEE LIST BELOW.)
3.1: Simplified Initiative
3.2: Surprise
7.2: Social Standing
ROLEMASTER COMPANION IV
3.1: Movement Pace Anomalies
5.1: New Skills
ROLEMASTER COMPANION V
(FOR PERMITTED PROFESSIONS, SEE LIST BELOW.)
5.1: New Skills
ROLEMASTER COMPANION VI
3.9: Weapon-Length OB Modifications
6.6: Starting Race, Age, and Level
6.8: Social Status
7.6: Reputation and Reactions
8.2: Death Due to Concussion Hits
11.2: Unusual Situations
ROLEMASTER COMPANION VII
3.1: New Options for Power Perception Skill
3.3: Agility Modified by Maneuvering in Armour Skills
3.4: Fine Arts Static-Action Table
3.5: Performing Arts Static-Action Table
3.8: Lore Skills and Recognizing Herbs and Poisons
3.11: Rank-vs-Rank Resistance Rolls
3.12: Task Time-Table
6.1: Drowning Effeciently (ie maneuvering in water and drowning rules; all three options in play)
6.3: Options for Using the Maneuver/Movement Table
6.4: Weight Limits
7.2: To Destroy an Item (ie destroying enchanted items)
11.0: New Critical-Strike Table (for sparring/padded weapons)